| 476 | } |
| 477 | |
| 478 | void DebugScene(Scene* scene) |
| 479 | { |
| 480 | if (!scene) |
| 481 | { |
| 482 | printf("Output model importer scene: Scene is null!\n"); |
| 483 | return; |
| 484 | } |
| 485 | |
| 486 | printf("Output model importer scene:\n"); |
| 487 | |
| 488 | printf("------------------------------\n"); |
| 489 | printf("Buffers\n"); |
| 490 | for (uint32_t i = 0; i < scene->m_Buffers.Size(); ++i) |
| 491 | { |
| 492 | OutputIndent(1); |
| 493 | printf("Buffer uri: '%.48s' sz: %u %p\n", scene->m_Buffers[i].m_Uri, scene->m_Buffers[i].m_BufferCount, scene->m_Buffers[i].m_Buffer); |
| 494 | } |
| 495 | |
| 496 | printf("------------------------------\n"); |
| 497 | printf("Samplers\n"); |
| 498 | |
| 499 | for (uint32_t i = 0; i < scene->m_Samplers.Size(); ++i) |
| 500 | { |
| 501 | OutputSampler(&scene->m_Samplers[i], 0); |
| 502 | } |
| 503 | |
| 504 | printf("------------------------------\n"); |
| 505 | printf("Textures\n"); |
| 506 | |
| 507 | for (uint32_t i = 0; i < scene->m_Samplers.Size(); ++i) |
| 508 | { |
| 509 | OutputTexture(&scene->m_Textures[i], 0); |
| 510 | } |
| 511 | |
| 512 | printf("------------------------------\n"); |
| 513 | printf("Materials\n"); |
| 514 | |
| 515 | for (uint32_t i = 0; i < scene->m_Materials.Size(); ++i) |
| 516 | { |
| 517 | OutputMaterial(&scene->m_Materials[i], 0); |
| 518 | } |
| 519 | |
| 520 | for (uint32_t i = 0; i < scene->m_DynamicMaterials.Size(); ++i) |
| 521 | { |
| 522 | OutputMaterial(scene->m_DynamicMaterials[i], 0); |
| 523 | } |
| 524 | |
| 525 | printf("------------------------------\n"); |
| 526 | for (uint32_t i = 0; i < scene->m_Nodes.Size(); ++i) |
| 527 | { |
| 528 | OutputNode(&scene->m_Nodes[i]); |
| 529 | } |
| 530 | printf("------------------------------\n"); |
| 531 | |
| 532 | printf("Subscenes: count: %u\n", scene->m_RootNodes.Size()); |
| 533 | for (uint32_t i = 0; i < scene->m_RootNodes.Size(); ++i) |
| 534 | { |
| 535 | printf("------------------------------\n"); |